Prism Forwarding on buildings with turrets doesn't work properly

Bug #896103 reported by secondwtq
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Medium
Unassigned

Bug Description

The building will not turn its turret to supporting target when supporting other buildings.

##### STEPS TO REPRODUCE #####
This is my code:

[SALASR]
UIName=NOSTR:Laser Gun
Name=Sentry Gun
BuildCat=Combat
Strength=400
Armor=steel
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
Prerequisite=BARRACKS,UACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Freedom,China,PRC,Tiber
AIBasePlanningSide=4
Cost=500
BaseNormal=no
Points=22
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_CLSN58,S_TUMU60,GTPOWEXP,TWLT100,EXPLOLB,TSTLEXP
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=10 ;5
MinDebris=7 ;4
Primary=AlienVulcan
ElitePrimary=AlienVulcanE
Powered=yes
Turret=yes
TurretAnim=SALASRTUR
TurretAnimIsVoxel=false
TurretAnimY=0
TurretAnimZAdjust=-120
ThreatPosed=30
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
Trainable=yes
HasRadialIndicator=true

PrismForwarding=yes
PrismForwarding.MaxFeeds=2 ;-1 ;3 ;-1 ;3
PrismForwarding.MaxChainLength=-1 ;5

PrismForwarding.MaxNetworkSize=-1 ;15
PrismForwarding.SupportWeapon=AlienLaserSupport
PrismForwarding.Intensity=100 ;-100 ;1 ;-50 ;-10 ;-50 ;-5 ;10 ;100 ;7
PrismForwarding.BreakSupport=yes
PrismForwarding.ToAllies=yes
PrismForwarding.SupportModifier=50%

[AlienVulcan]
Damage=100
ROF=52
Range=6
Projectile=InvisibleLow
Bright=yes
Speed=100
Warhead=SA
IsLaser=true
LaserDuration=20
LaserInnerColor=216,1,1
LaserOuterColor=92,1,1
LaserOuterSpread=0,0,0

[AlienVulcanE]
Damage=120
ROF=50
Range=7
Projectile=InvisibleLow
Bright=yes
Speed=100
Warhead=SA
IsLaser=true
LaserDuration=20
LaserInnerColor=216,1,1
LaserOuterColor=92,1,1
LaserOuterSpread=0,0,0

[AlienLaserSupport]
Range=10 ;13 ;15 ;25 ;12 ;9 ;or 8 if you prefer the original
ROF=100 ;1 ;100
IsLaser=yes
LaserInnerColor=216,1,1
LaserOuterColor=92,1,1
LaserOuterSpread=0,0,0
LaserDuration=75 ;50 ;15
LaserThickness=50 ;10 ;3
Projectile=InvisibleHigh
Warhead=DummyWarhead
OmniFire=no

Tags: 0 1 2 3 supporting
Revision history for this message
Marshall (m-edward) wrote :

Did Prism Towers in the original game turn turrets to face what they were supporting? If not then this is more of a feature request than a bug.

In any case, I don't think the PF code is connected to the code that positions turrets.

Revision history for this message
secondwtq (secondwtq) wrote :

Let me have a test.

But, it is illogical if buildings do not turn turrets while supporting.

Revision history for this message
secondwtq (secondwtq) wrote :

Tested.Original YR have the same problem, too.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

ATESLA has no turret -> Westwood doesn't factor turret into prism logic. Go figure...

No desire to touch this for 0.2.

Revision history for this message
secondwtq (secondwtq) wrote :

There should always be one day this "bug" is fixed, or it means buildings using PF logic can not use turrets.

Revision history for this message
Renegade (renegade) wrote :

As we have heard above, turret support for prism tower logic is a feature request, not a bug.
Therefore, it's handled like any other feature request, and not implementing it will not make any feature work less than before.

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